All Blogposts tagged as 'game design'

  • Finding The Beat

    21 November 2012 | by Dan Borthwick | 0 comments

    There is a version of this post in which I logged all of my network traffic, from all of my devices, for two weeks, and interpreted the data as audio. In the beautiful interactive timeline visualisation I produced, patterns appear. Human rhythms, work and play, rest and arousal. The pervasive digital hiss of our machines automatically organising themselves around us. Sudden slabs of noise as content is streamed and consumed.

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  • Fast-Moving Architecture, Slow-Moving Games

    21 November 2012 | by Alex Fleetwood | 0 comments

    Hide&Seek’s central concern as a studio is with the creation of games for public spaces. As our practice has developed, we have sought out ways that our designs can support public play without the need for human intervention in the form of an event. Projects such as Tate Trumps (Tate Modern, 2009) and The Building Is… (Gâité Lyrique, 2012) create experiences where play is mediated by technology, while retaining the live, human, social qualities of festivals. Our work situates video game design in the public realm, claiming it as a form of civic culture.

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  • You’ll Never Forget Your Second Time

    21 November 2012 | by Margaret Robertson | 0 comments

    We like to think that there is no secret to making a good game, no magic bullet that shortcuts the unpredictable trials of testing and balancing and bug fixing and refining. We’re kidding ourselves, though. There is an absolute, guaranteed, three step process for making a good game. It’s this…

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